Compare commits
6 Commits
Author | SHA1 | Date |
---|---|---|
Cat Flynn | beb59aebbb | |
Cat Flynn | 2b02ccfe33 | |
Cat Flynn | fa1449b412 | |
Cat Flynn | c013ab0057 | |
Cat Flynn | e32cd257fd | |
Cat Flynn | 944ca8c3f2 |
71
gdd.md
71
gdd.md
|
@ -8,20 +8,25 @@
|
|||
* Education
|
||||
* Supply chains
|
||||
|
||||
## Clock
|
||||
## Critical Path
|
||||
|
||||
Ticks can be applied manually or they can be applied over time.
|
||||
Add a tick counter as a UI element.
|
||||
|
||||
## Grid
|
||||
### Grid
|
||||
|
||||
Add a 10x10 grid.
|
||||
Tiles are highlighted a different colour when the player hovers over them with the cursor.
|
||||
Tiles can be interacted with, which turns them another colour.
|
||||
|
||||
### Diffusion
|
||||
|
||||
Tiles in the grid contain floating point values.
|
||||
These values propogate to neighbouring cells a tick happens.
|
||||
Ticks can be applied manually or they can be applied over time.
|
||||
Add a tick counter as a UI element.
|
||||
|
||||
* [ ] understand different options for representing the rate of diffusion
|
||||
|
||||
Diffusing should use 'pull' operations; tiles should pull values from surrounding tiles.
|
||||
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
|
||||
|
||||
#### Diffusion Algorithm
|
||||
|
||||
|
@ -44,33 +49,7 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
|
|||
}
|
||||
```
|
||||
|
||||
Diffusing uses 'pull' operations; tiles pull values from surrounding tiles.
|
||||
This is an attempt to think forwards to parallelising computation of diffusiong - ideally using the GPU.
|
||||
|
||||
## Overlays
|
||||
|
||||
The current overlay can be cycled with a UI button or by pressing `tab`.
|
||||
Overlays display tile information by displaying tiles in different colours.
|
||||
Normally, tile colours are displayed depending on their type and health.
|
||||
This is the 'normal' view with no overlay.
|
||||
|
||||
Other overlays include:
|
||||
|
||||
* [Heat overlay](#heat-overlay)
|
||||
|
||||
## Build Mode
|
||||
|
||||
Build mode can be entered by pressing the `b` key.
|
||||
Build the cursor will start flashing when entering build mode.
|
||||
|
||||
Once in build mode, a tile type must be selected to build anything.
|
||||
Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
|
||||
The keyboard shortcut to select a tile type is indicated on the button.
|
||||
|
||||
To deselect a tile type, press `esc`.
|
||||
Press `esc` again to exit build mode.
|
||||
|
||||
## Tile Types
|
||||
### Tile Types
|
||||
|
||||
Tiles start as wild tiles.
|
||||
The player can use a UI element or a keyboard shortcut to enable build mode.
|
||||
|
@ -79,18 +58,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
|
|||
* Wild tiles are green
|
||||
* Developed tiles are grey
|
||||
|
||||
## Heat
|
||||
### Heat
|
||||
|
||||
Developed tiles produce heat while wild tiles absorb it.
|
||||
Every tile has a floating-point heat value which diffuses to its neighbours.
|
||||
|
||||
### Heat overlay
|
||||
|
||||
A heat map view can be toggled or cycled to.
|
||||
Add a heat map view which can be toggled or cycled to.
|
||||
It is possible to cycle the view using a UI element.
|
||||
Tile colours are displayed as a value along a gradient from cold to hot tiles.
|
||||
|
||||
## Tile Health
|
||||
### Tile Health
|
||||
|
||||
Add another value to wild tiles: health.
|
||||
A wild tile can accept a certain amount of heat each tick from surrounding tiles.
|
||||
|
@ -108,13 +83,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
|
|||
|
||||
Diffusion still occurs to move heat away from depleted wild tiles.
|
||||
|
||||
## Rewilding
|
||||
### Rewilding
|
||||
|
||||
Add a rewilding mode option to the UI.
|
||||
In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
|
||||
The wild tile starts with 0 health.
|
||||
|
||||
## Wild Recovery
|
||||
### Wild Recovery
|
||||
|
||||
Depleted wile tiles can recover health each tick.
|
||||
The recovery rate is based on the difference between the damage threshold and the actual amount they received.
|
||||
|
@ -123,7 +98,7 @@ The recovery rate is increased if the tile has wild neighbours.
|
|||
neighbour multiplier = lerp(1, max, number of neighbours / 4)
|
||||
health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
|
||||
|
||||
## Developed tile types
|
||||
### Developed tile types
|
||||
|
||||
Split developed tiles into 3 types:
|
||||
|
||||
|
@ -136,19 +111,19 @@ These types generate different amounts of heat:
|
|||
|
||||
industrial > commercial > residential
|
||||
|
||||
## Journeys
|
||||
### Journeys
|
||||
|
||||
Developed tiles have a chance to generate journeys between them.
|
||||
A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
|
||||
A vehicle adds a constant amount of heat to every tile it traverses.
|
||||
|
||||
## Moving In
|
||||
### Moving In
|
||||
|
||||
Residential tiles have two new integer resources, current residents and maximum residents.
|
||||
Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
|
||||
The initial number of maximm residents per residential tile is 4.
|
||||
|
||||
## Jobs
|
||||
### Jobs
|
||||
|
||||
Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
|
||||
The chance for residents to move in depends on there being being fewer occupied than available jobs.
|
||||
|
@ -157,12 +132,12 @@ Their chance of generating a journey is proportional to
|
|||
|
||||
occupied jobs / available jobs .
|
||||
|
||||
## Commutes
|
||||
### Commutes
|
||||
|
||||
A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
|
||||
The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
|
||||
|
||||
## Comfortable Living Temperatures
|
||||
### Comfortable Living Temperatures
|
||||
|
||||
If a residential tile is too hot, people will not want to live there.
|
||||
Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
|
||||
|
@ -173,7 +148,7 @@ When someone moves out, one of the jobs associated with that residential tile is
|
|||
|
||||
# Not critical
|
||||
|
||||
## Wealth
|
||||
### Wealth
|
||||
|
||||
Journeys generate a new integer tile resource, wealth.
|
||||
When a journey is completed, the destination tile accrues 1 wealth.
|
||||
|
|
|
@ -4,6 +4,6 @@
|
|||
|
||||
[resource]
|
||||
shader = ExtResource( 1 )
|
||||
shader_param/lowColor = Color( 0, 0, 0, 0 )
|
||||
shader_param/highColor = Color( 0, 0.976471, 1, 1 )
|
||||
shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
|
||||
shader_param/highColor = Color( 0.921569, 0, 1, 1 )
|
||||
shader_param/t = null
|
||||
|
|
|
@ -0,0 +1,36 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/DebugUI.cs" type="Script" id=1]
|
||||
|
||||
[node name="Debug UI" type="Control"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource( 1 )
|
||||
TicksLabelPath = NodePath("Ticks")
|
||||
PauseLabelPath = NodePath("Paused")
|
||||
|
||||
[node name="Ticks" type="Label" parent="."]
|
||||
anchor_left = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -30.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
text = "ticks: 0"
|
||||
align = 2
|
||||
valign = 2
|
||||
|
||||
[node name="Paused" type="Label" parent="."]
|
||||
anchor_left = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_right = -10.0
|
||||
margin_bottom = -10.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
text = "pause: false"
|
||||
align = 2
|
||||
valign = 2
|
|
@ -1,68 +1,23 @@
|
|||
[gd_scene load_steps=13 format=2]
|
||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://nodes/ui/debug_ui.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://nodes/debug_ui.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://nodes/clock.tscn" type="PackedScene" id=4]
|
||||
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
|
||||
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
|
||||
[ext_resource path="res://nodes/ui/overlays UI.tscn" type="PackedScene" id=8]
|
||||
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
|
||||
[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
|
||||
[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
|
||||
|
||||
[sub_resource type="Curve" id=1]
|
||||
_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
|
||||
|
||||
[node name="Root" type="Node"]
|
||||
|
||||
[node name="Grid" parent="." instance=ExtResource( 1 )]
|
||||
DiffusionCoefficient = 0.1
|
||||
|
||||
[node name="Cursor" parent="." instance=ExtResource( 2 )]
|
||||
Grid = NodePath("../Grid")
|
||||
|
||||
[node name="Debug UI" parent="." instance=ExtResource( 3 )]
|
||||
|
||||
[node name="Clock" parent="." instance=ExtResource( 4 )]
|
||||
_autoTick = true
|
||||
|
||||
[node name="World Grid" parent="." instance=ExtResource( 1 )]
|
||||
DiffusionCoefficient = 0.1
|
||||
|
||||
[node name="Cursor" parent="." instance=ExtResource( 2 )]
|
||||
Grid = NodePath("../World Grid")
|
||||
_pulseShape = SubResource( 1 )
|
||||
|
||||
[node name="Interaction Modes" parent="." instance=ExtResource( 5 )]
|
||||
_buildModePath = NodePath("Build Mode")
|
||||
|
||||
[node name="Build Mode" parent="Interaction Modes" instance=ExtResource( 7 )]
|
||||
_gridPath = NodePath("../../World Grid")
|
||||
_cursorPath = NodePath("../../Cursor")
|
||||
|
||||
[node name="Overlays" parent="." instance=ExtResource( 10 )]
|
||||
_overlaysResource = ExtResource( 11 )
|
||||
_worldGridPath = NodePath("../World Grid")
|
||||
|
||||
[node name="UI" type="Control" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="Debug" parent="UI" instance=ExtResource( 3 )]
|
||||
|
||||
[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
|
||||
_buildModePath = NodePath("../../Interaction Modes/Build Mode")
|
||||
|
||||
[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
|
||||
|
||||
[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
|
||||
_overlaysPath = NodePath("../../Overlays")
|
||||
|
||||
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
|
||||
[connection signal="OnTick" from="Clock" to="World Grid" method="_on_Clock_OnTick"]
|
||||
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
|
||||
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="Cursor" method="_on_Interaction_Mode_OnInteractionModeChanged"]
|
||||
[connection signal="OnInteractionModeChanged" from="Interaction Modes" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
|
||||
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
|
||||
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
|
||||
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
|
||||
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
|
||||
[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
|
||||
[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
|
||||
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
|
||||
[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]
|
||||
[connection signal="OnPauseChanged" from="Clock" to="Debug UI" method="_on_Clock_OnPauseChanged"]
|
||||
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
|
||||
[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]
|
||||
|
|
|
@ -1,11 +1,10 @@
|
|||
[gd_scene load_steps=4 format=2]
|
||||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/WorldGrid.cs" type="Script" id=1]
|
||||
[ext_resource path="res://nodes/tile.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=3]
|
||||
|
||||
[node name="Grid" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
TileScene = ExtResource( 2 )
|
||||
Size = 10
|
||||
CellSize = 64
|
||||
_tileGridResource = ExtResource( 3 )
|
||||
|
|
|
@ -1,9 +0,0 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/interaction_modes/BuildMode.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/tiles/tile_types/tile_type_collections/buildable_tiles.tres" type="Resource" id=2]
|
||||
|
||||
[node name="Build Mode" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
_key = 66
|
||||
_buildableTilesResource = ExtResource( 2 )
|
|
@ -1,6 +0,0 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/interaction_modes/InteractionModes.cs" type="Script" id=1]
|
||||
|
||||
[node name="Interaction Mode" type="Node"]
|
||||
script = ExtResource( 1 )
|
|
@ -1,3 +0,0 @@
|
|||
[gd_scene format=2]
|
||||
|
||||
[node name="Selection Mode" type="Node"]
|
|
@ -1,12 +0,0 @@
|
|||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/overlays/Overlays.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=2]
|
||||
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=3]
|
||||
[ext_resource path="res://resources/tiles/tiles.tres" type="Resource" id=4]
|
||||
|
||||
[node name="Overlays" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
_cycleOverlayKey = 16777218
|
||||
_overlayResources = [ ExtResource( 3 ), ExtResource( 2 ) ]
|
||||
_tileGridResource = ExtResource( 4 )
|
|
@ -1,18 +0,0 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
|
||||
|
||||
[node name="Build Mode" type="Control"]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Exit" type="Button" parent="."]
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_top = -40.0
|
||||
margin_right = 40.0
|
||||
grow_vertical = 0
|
||||
text = "Exit"
|
||||
|
||||
[connection signal="pressed" from="Exit" to="." method="Exit"]
|
|
@ -1,48 +0,0 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/ui/DebugUI.cs" type="Script" id=1]
|
||||
|
||||
[node name="Debug UI" type="Control"]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
mouse_filter = 2
|
||||
script = ExtResource( 1 )
|
||||
TicksLabelPath = NodePath("Ticks")
|
||||
PauseLabelPath = NodePath("Paused")
|
||||
InteractionModeLabelPath = NodePath("Interaction Mode")
|
||||
|
||||
[node name="Interaction Mode" type="Label" parent="."]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
margin_left = -102.0
|
||||
margin_top = 15.0
|
||||
margin_right = -14.0
|
||||
margin_bottom = 29.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
text = "mode: Selection"
|
||||
align = 2
|
||||
|
||||
[node name="Ticks" type="Label" parent="."]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
margin_left = -60.0
|
||||
margin_top = 35.0
|
||||
margin_right = -14.0
|
||||
margin_bottom = 49.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
text = "ticks: 0"
|
||||
align = 2
|
||||
|
||||
[node name="Paused" type="Label" parent="."]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
margin_left = -90.0
|
||||
margin_top = 55.0
|
||||
margin_right = -14.0
|
||||
margin_bottom = 69.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
text = "pause: false"
|
||||
align = 2
|
|
@ -1,19 +0,0 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/ui/ModeSelectionUI.cs" type="Script" id=1]
|
||||
|
||||
[node name="Mode Selection UI" type="Control"]
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_top = -600.0
|
||||
margin_bottom = -600.0
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Build Mode" type="Button" parent="."]
|
||||
margin_left = 2.0
|
||||
margin_top = 562.0
|
||||
margin_right = 38.0
|
||||
margin_bottom = 598.0
|
||||
text = "[B] Build Mode"
|
||||
|
||||
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]
|
|
@ -1,18 +0,0 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
|
||||
|
||||
[node name="Overlays UI" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
_cycleOverlayButtonPath = NodePath("Button")
|
||||
|
||||
[node name="Button" type="Button" parent="."]
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_top = -90.0
|
||||
margin_right = 42.0
|
||||
margin_bottom = -52.0
|
||||
grow_vertical = 0
|
||||
text = "[Tab] Cycle Overlay"
|
||||
|
||||
[connection signal="pressed" from="Button" to="." method="CycleOverlay"]
|
|
@ -1,8 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/overlays/HeatOverlay.cs" type="Script" id=1]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
_coldColor = Color( 0, 0, 0, 1 )
|
||||
_hotColor = Color( 1, 0.654902, 0, 1 )
|
|
@ -1,8 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/overlays/NoOverlay.cs" type="Script" id=1]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
_healthy = Color( 0.0431373, 0.541176, 0.0235294, 1 )
|
||||
_depleted = Color( 0.670588, 0.572549, 0.27451, 1 )
|
|
@ -1,9 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
|
||||
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]
|
|
@ -1,10 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/tile/TileType.cs" type="Script" id=1]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
Name = "Developed"
|
||||
Key = 68
|
||||
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
||||
HeatGeneration = 0.15
|
|
@ -1,8 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/tile/TileTypeCollection.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/tiles/tile_types/developed.tres" type="Resource" id=2]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
_resources = [ ExtResource( 2 ) ]
|
|
@ -1,11 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/tile/Wild.cs" type="Script" id=1]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
Name = "Wild"
|
||||
Key = 87
|
||||
Color = Color( 0.14902, 1, 0, 0 )
|
||||
HeatGeneration = -0.02
|
||||
Threshold = 0.6
|
|
@ -1,9 +0,0 @@
|
|||
[gd_resource type="Resource" load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://scripts/tile/TileGrid.cs" type="Script" id=1]
|
||||
[ext_resource path="res://resources/tiles/tile_types/wild.tres" type="Resource" id=2]
|
||||
|
||||
[resource]
|
||||
script = ExtResource( 1 )
|
||||
Size = 10
|
||||
_startTileTypeResource = ExtResource( 2 )
|
|
@ -0,0 +1,37 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class DebugUI : Control
|
||||
{
|
||||
[Export]
|
||||
public NodePath TicksLabelPath { private get; set; }
|
||||
private Label _ticksLabel;
|
||||
|
||||
[Export]
|
||||
public NodePath PauseLabelPath { private get; set; }
|
||||
private Label _pauseLabel;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_ticksLabel = GetNode<Label>(TicksLabelPath);
|
||||
_pauseLabel = GetNode<Label>(PauseLabelPath);
|
||||
|
||||
SetTicksText(0);
|
||||
SetPauseText(false);
|
||||
}
|
||||
|
||||
#region Signals
|
||||
public void _on_Clock_OnPauseChanged(bool paused) => SetPauseText(paused);
|
||||
public void _on_Clock_OnTick(int ticks) => SetTicksText(ticks);
|
||||
#endregion
|
||||
|
||||
private void SetTicksText(int ticks)
|
||||
{
|
||||
_ticksLabel.Text = $"ticks: {ticks}";
|
||||
}
|
||||
|
||||
private void SetPauseText(bool paused)
|
||||
{
|
||||
_pauseLabel.Text = $"pause: {paused}";
|
||||
}
|
||||
}
|
|
@ -8,22 +8,8 @@ public class GridCursor : Sprite
|
|||
private WorldGrid _grid;
|
||||
private ShaderMaterial _material;
|
||||
|
||||
#region Animation
|
||||
[Export]
|
||||
private Curve _pulseShape;
|
||||
[Export]
|
||||
private float _pulseRate = 1.0f;
|
||||
private float PulsePeriod => 1.0f / _pulseRate;
|
||||
#endregion
|
||||
|
||||
private float _elapsed = 0.0f;
|
||||
private bool _pulsing = false;
|
||||
|
||||
private const string T = "t";
|
||||
|
||||
public int X { get; private set; }
|
||||
public int Y { get; private set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_grid = GetNode<WorldGrid>(Grid);
|
||||
|
@ -38,32 +24,28 @@ public class GridCursor : Sprite
|
|||
{
|
||||
var pos = mouseMoveEvent.Position;
|
||||
_grid.GetGridPos(pos, out var x, out var y);
|
||||
X = x;
|
||||
Y = y;
|
||||
|
||||
this.Visible = _grid.IsInBounds(X, Y);
|
||||
var position = new Vector2(X + .5f, Y + .5f) * _grid.CellSize;
|
||||
this.Visible = _grid.IsInBounds(x, y);
|
||||
var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
|
||||
this.Position = position;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
else if (@event is InputEventMouseButton mouseButtonEvent)
|
||||
{
|
||||
_elapsed += delta * _pulseRate;
|
||||
|
||||
if (!_pulsing)
|
||||
switch ((ButtonList)mouseButtonEvent.ButtonIndex)
|
||||
{
|
||||
case ButtonList.Left:
|
||||
if (mouseButtonEvent.Pressed)
|
||||
{
|
||||
var pos = mouseButtonEvent.Position;
|
||||
_grid.GetGridPos(pos, out var x, out var y);
|
||||
_grid.SetTileValue(x, y, 1.0f);
|
||||
_material.SetShaderParam(T, 1f);
|
||||
return;
|
||||
}
|
||||
|
||||
var a = _pulseShape.Interpolate(_elapsed % 1.0f);
|
||||
_material.SetShaderParam(T, a);
|
||||
}
|
||||
|
||||
public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
|
||||
else
|
||||
{
|
||||
_pulsing = newMode is BuildMode;
|
||||
_material.SetShaderParam(T, 0f);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,100 +0,0 @@
|
|||
using Godot;
|
||||
|
||||
public class HeatSystem
|
||||
{
|
||||
private readonly TileGrid _tiles;
|
||||
private readonly float _diffusionCoefficient;
|
||||
|
||||
private float[] _nextTemperatures = null;
|
||||
|
||||
public HeatSystem(TileGrid tiles, float diffusionCoefficient)
|
||||
{
|
||||
_tiles = tiles;
|
||||
_diffusionCoefficient = diffusionCoefficient;
|
||||
_nextTemperatures = new float[tiles.Count];
|
||||
}
|
||||
|
||||
public void Process()
|
||||
{
|
||||
GenerateHeat();
|
||||
Diffuse();
|
||||
}
|
||||
|
||||
|
||||
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
|
||||
{
|
||||
float d2tdx2 = nx - 2 * t0 + px;
|
||||
float d2tdy2 = ny - 2 * t0 + py;
|
||||
return t0 + alpha * (d2tdx2 + d2tdy2);
|
||||
}
|
||||
|
||||
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
|
||||
{
|
||||
// default value
|
||||
var t = _tiles[x, y].temperature;
|
||||
|
||||
nx = x > 0 ? _tiles[x - 1, y].temperature : t;
|
||||
px = x < _tiles.Size - 1 ? _tiles[x + 1, y].temperature : t;
|
||||
|
||||
ny = y > 0 ? _tiles[x, y - 1].temperature : t;
|
||||
py = y < _tiles.Size - 1 ? _tiles[x, y + 1].temperature : t;
|
||||
}
|
||||
private void GenerateHeat()
|
||||
{
|
||||
for (int i = 0; i < _tiles.Count; i++)
|
||||
{
|
||||
var tile = _tiles[i];
|
||||
var type = tile.type;
|
||||
tile.temperature += type.HeatGeneration;
|
||||
ApplyHeatDamage(ref tile);
|
||||
_tiles[i] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyHeatDamage(ref Tile tile)
|
||||
{
|
||||
if (!(tile.type is IDamageable damageable))
|
||||
return;
|
||||
|
||||
var surplus = tile.temperature - damageable.Threshold;
|
||||
if (surplus < 0)
|
||||
return;
|
||||
|
||||
// TODO: parameterised balancing
|
||||
tile.currentHealth -= surplus;
|
||||
tile.currentHealth = Mathf.Clamp(tile.currentHealth, 0, 1);
|
||||
}
|
||||
|
||||
private void Diffuse()
|
||||
{
|
||||
var D = _diffusionCoefficient;
|
||||
|
||||
for (int i = 0; i < _tiles.Count; i++)
|
||||
{
|
||||
float t = _tiles[i].temperature;
|
||||
|
||||
_tiles.MapIndex(i, out var x, out var y);
|
||||
|
||||
GetNeighbourTemperatures(
|
||||
x, y,
|
||||
out var nx,
|
||||
out var ny,
|
||||
out var px,
|
||||
out var py);
|
||||
|
||||
var temperature = TransferHeat(t, D, nx, ny, px, py);
|
||||
|
||||
// TODO: what if it's really really cold out?
|
||||
temperature = Mathf.Max(0, temperature);
|
||||
_nextTemperatures[i] = temperature;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _tiles.Count; i++)
|
||||
{
|
||||
var tile = _tiles[i];
|
||||
tile.temperature = _nextTemperatures[i];
|
||||
_tiles[i] = tile;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
using Godot;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public abstract class ReadOnlyResourceList<T> : Resource, IReadOnlyList<T> where T : Resource
|
||||
{
|
||||
[Export]
|
||||
private List<Resource> _resources = new List<Resource>();
|
||||
private List<T> Collection
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_collection != null)
|
||||
return _collection;
|
||||
|
||||
_collection = new List<T>();
|
||||
foreach (var resource in _resources)
|
||||
{
|
||||
_collection.Add((T)resource);
|
||||
}
|
||||
return _collection;
|
||||
}
|
||||
}
|
||||
private List<T> _collection = null;
|
||||
|
||||
public T this[int index] => Collection[index];
|
||||
|
||||
public int Count => Collection.Count;
|
||||
|
||||
public IEnumerator<T> GetEnumerator() => Collection.GetEnumerator();
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => Collection.GetEnumerator();
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
using Godot;
|
||||
|
||||
public struct Tile
|
||||
{
|
||||
public bool isHighlighted;
|
||||
public float value;
|
||||
public ShaderMaterial material;
|
||||
}
|
|
@ -7,8 +7,7 @@ public class WorldGrid : Node2D
|
|||
private PackedScene TileScene { get; set; }
|
||||
|
||||
[Export]
|
||||
private Resource _tileGridResource;
|
||||
private TileGrid _tileGrid;
|
||||
public int Size { get; set; }
|
||||
|
||||
[Export]
|
||||
public int CellSize { get; set; }
|
||||
|
@ -16,49 +15,58 @@ public class WorldGrid : Node2D
|
|||
[Export]
|
||||
public float DiffusionCoefficient { get; set; } = 0.01f;
|
||||
|
||||
public struct TileView
|
||||
{
|
||||
public ShaderMaterial material;
|
||||
}
|
||||
private TileView[] _tileViews;
|
||||
private HeatSystem _heat;
|
||||
private Tile[,] _tiles;
|
||||
private float[,] _nextValues = null;
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_tileGrid = (TileGrid)_tileGridResource;
|
||||
|
||||
GenerateCanvasItems(_tileGrid);
|
||||
|
||||
_heat = new HeatSystem(_tileGrid, DiffusionCoefficient);
|
||||
GenerateGrid(Size);
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
var tile = _tiles[x, y];
|
||||
var material = tile.material;
|
||||
material.SetShaderParam("t", tile.value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsInBounds(int x, int y)
|
||||
{
|
||||
return x >= 0 && x < Size && y >= 0 && y < Size;
|
||||
}
|
||||
|
||||
public void ToggleTileHighlight(int x, int y)
|
||||
{
|
||||
if (!IsInBounds(x, y))
|
||||
return;
|
||||
|
||||
_tiles[x, y].isHighlighted ^= true;
|
||||
}
|
||||
|
||||
public void SetTileValue(int x, int y, float value)
|
||||
{
|
||||
_tiles[x, y].value = value;
|
||||
}
|
||||
|
||||
#region Positioning
|
||||
public void GetGridPos(Vector2 position, out int x, out int y)
|
||||
{
|
||||
x = Mathf.FloorToInt(position.x / CellSize);
|
||||
y = Mathf.FloorToInt(position.y / CellSize);
|
||||
}
|
||||
|
||||
public bool IsInBounds(int x, int y) => _tileGrid.IsInBounds(x, y);
|
||||
#endregion
|
||||
|
||||
#region Interaction
|
||||
public void SetTileType(int x, int y, TileType tileType)
|
||||
{
|
||||
if (!_tileGrid.IsInBounds(x, y))
|
||||
return;
|
||||
|
||||
_tileGrid.MapPosition(x, y, out var idx);
|
||||
|
||||
var tile = _tileGrid[idx];
|
||||
tile.type = tileType;
|
||||
_tileGrid[x, y] = tile;
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void Clear()
|
||||
{
|
||||
_tiles = null;
|
||||
|
||||
int children = this.GetChildCount();
|
||||
GD.Print(children);
|
||||
for (int i = 0; i < children; i++)
|
||||
|
@ -66,19 +74,22 @@ public class WorldGrid : Node2D
|
|||
var child = this.GetChild(i);
|
||||
child.QueueFree();
|
||||
}
|
||||
|
||||
_tileViews = null;
|
||||
}
|
||||
|
||||
private void GenerateCanvasItems(TileGrid grid)
|
||||
private void GenerateGrid(int size)
|
||||
{
|
||||
this.Clear();
|
||||
|
||||
_tileViews = new TileView[grid.Count];
|
||||
_tiles = new Tile[size, size];
|
||||
_nextValues = new float[size, size];
|
||||
|
||||
for (int i = 0; i < grid.Count; i++)
|
||||
for (int x = 0; x < size; x++)
|
||||
{
|
||||
_tileGrid.MapIndex(i, out var x, out var y);
|
||||
for (int y = 0; y < size; y++)
|
||||
{
|
||||
var tile = new Tile();
|
||||
tile.isHighlighted = false;
|
||||
tile.value = 0.0f;
|
||||
|
||||
var node = TileScene.Instance<Node2D>();
|
||||
this.AddChild(node);
|
||||
|
@ -89,16 +100,64 @@ public class WorldGrid : Node2D
|
|||
};
|
||||
node.Position = position;
|
||||
var canvasItem = (CanvasItem)node;
|
||||
tile.material = (ShaderMaterial)canvasItem.Material;
|
||||
|
||||
var tile = _tileGrid[i];
|
||||
|
||||
TileView view = default;
|
||||
view.material = (ShaderMaterial)canvasItem.Material;
|
||||
_tileViews[i] = view;
|
||||
_tiles[x, y] = tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public ShaderMaterial GetTileMaterial(int idx) => _tileViews[idx].material;
|
||||
public void _on_Clock_OnTick(int ticks)
|
||||
{
|
||||
Diffuse();
|
||||
}
|
||||
|
||||
public void _on_Clock_OnTick(int ticks) => _heat.Process();
|
||||
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
|
||||
{
|
||||
float d2tdx2 = nx - 2 * t0 + px;
|
||||
float d2tdy2 = ny - 2 * t0 + py;
|
||||
return t0 + alpha * (d2tdx2 + d2tdy2);
|
||||
}
|
||||
|
||||
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
|
||||
{
|
||||
// default value
|
||||
var t = _tiles[x, y].value;
|
||||
|
||||
nx = x > 0 ? _tiles[x - 1, y].value : t;
|
||||
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
|
||||
|
||||
ny = y > 0 ? _tiles[x, y - 1].value : t;
|
||||
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
|
||||
}
|
||||
|
||||
private void Diffuse()
|
||||
{
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
float t = _tiles[x, y].value;
|
||||
var D = DiffusionCoefficient;
|
||||
|
||||
GetNeighbourTemperatures(
|
||||
x, y,
|
||||
out var nx,
|
||||
out var ny,
|
||||
out var px,
|
||||
out var py);
|
||||
|
||||
// current value
|
||||
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
|
||||
}
|
||||
}
|
||||
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
_tiles[x, y].value = _nextValues[x, y];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,132 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class BuildMode : Mode
|
||||
{
|
||||
[Signal]
|
||||
delegate void SelectedTileTypeChanged();
|
||||
|
||||
[Export]
|
||||
private NodePath _gridPath;
|
||||
private WorldGrid _grid;
|
||||
|
||||
[Export]
|
||||
private NodePath _cursorPath;
|
||||
private GridCursor _cursor;
|
||||
|
||||
[Export]
|
||||
private Resource _buildableTilesResource;
|
||||
public TileTypeCollection BuildableTiles { get; private set; }
|
||||
|
||||
public TileType SelectedTileType
|
||||
{
|
||||
get => _selectedTileType;
|
||||
set
|
||||
{
|
||||
if (_selectedTileType == value)
|
||||
return;
|
||||
|
||||
if (value != null)
|
||||
{
|
||||
GD.Print($"{GetType()}: selected {value} tile type");
|
||||
}
|
||||
else if (_selectedTileType != null)
|
||||
{
|
||||
GD.Print($"{GetType()}: cleared tile selection");
|
||||
}
|
||||
|
||||
_selectedTileType = value;
|
||||
EmitSignal(nameof(SelectedTileTypeChanged), _selectedTileType);
|
||||
}
|
||||
}
|
||||
private TileType _selectedTileType = null;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
BuildableTiles = (TileTypeCollection)_buildableTilesResource;
|
||||
|
||||
foreach (var tt in BuildableTiles)
|
||||
{
|
||||
GD.Print(tt.Name);
|
||||
}
|
||||
|
||||
_grid = GetNode<WorldGrid>(_gridPath);
|
||||
_cursor = GetNode<GridCursor>(_cursorPath);
|
||||
}
|
||||
|
||||
private void HandleKeyInput(InputEventKey keyEvent)
|
||||
{
|
||||
if (!(keyEvent.Pressed))
|
||||
return;
|
||||
|
||||
var key = (KeyList)keyEvent.Scancode;
|
||||
|
||||
if (key == KeyList.Escape)
|
||||
{
|
||||
if (SelectedTileType != null)
|
||||
{
|
||||
SelectedTileType = null;
|
||||
return;
|
||||
}
|
||||
|
||||
Disable();
|
||||
}
|
||||
|
||||
foreach (var tt in BuildableTiles)
|
||||
{
|
||||
if (key != tt.Key)
|
||||
continue;
|
||||
|
||||
SelectedTileType = tt;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleMouseInput(InputEventMouse mouseEvent)
|
||||
{
|
||||
if (!(mouseEvent is InputEventMouseButton buttonEvent))
|
||||
return;
|
||||
|
||||
if (!buttonEvent.Pressed)
|
||||
return;
|
||||
|
||||
var button = (ButtonList)buttonEvent.ButtonIndex;
|
||||
if (button != ButtonList.Left)
|
||||
return;
|
||||
|
||||
if (SelectedTileType == null)
|
||||
return;
|
||||
|
||||
_grid.SetTileType(_cursor.X, _cursor.Y, SelectedTileType);
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
base._Input(@event);
|
||||
|
||||
if (!Active)
|
||||
return;
|
||||
|
||||
if (@event is InputEventKey keyEvent)
|
||||
{
|
||||
HandleKeyInput(keyEvent);
|
||||
return;
|
||||
}
|
||||
|
||||
if (@event is InputEventMouse mouseEvent)
|
||||
{
|
||||
HandleMouseInput(mouseEvent);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnEnabled()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void OnDisabled()
|
||||
{
|
||||
SelectedTileType = null;
|
||||
}
|
||||
}
|
|
@ -1,57 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class InteractionModes : Node
|
||||
{
|
||||
[Export]
|
||||
private NodePath _buildModePath;
|
||||
private BuildMode _buildMode;
|
||||
|
||||
[Signal]
|
||||
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
|
||||
|
||||
private Mode Mode
|
||||
{
|
||||
get => _current;
|
||||
set
|
||||
{
|
||||
if (_current == value)
|
||||
return;
|
||||
|
||||
if (value != null)
|
||||
{
|
||||
GD.Print($"set interaction mode: {value}");
|
||||
}
|
||||
else if (_current != null)
|
||||
{
|
||||
GD.Print($"clear interaction mode");
|
||||
}
|
||||
|
||||
var old = _current;
|
||||
_current = value;
|
||||
EmitSignal(nameof(OnInteractionModeChanged), old, _current);
|
||||
}
|
||||
}
|
||||
private Mode _current = null;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||
}
|
||||
|
||||
public void _on_Build_Mode_OnModeEntered()
|
||||
{
|
||||
Mode = _buildMode;
|
||||
}
|
||||
public void _on_Build_Mode_OnModeExited()
|
||||
{
|
||||
Mode = null;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_buildMode.Disable();
|
||||
}
|
||||
}
|
|
@ -1,68 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public abstract class Mode : Node
|
||||
{
|
||||
[Signal]
|
||||
delegate void OnModeEntered();
|
||||
[Signal]
|
||||
delegate void OnModeExited();
|
||||
|
||||
[Export]
|
||||
private KeyList _key;
|
||||
|
||||
public bool Active
|
||||
{
|
||||
get => _active;
|
||||
private set
|
||||
{
|
||||
if (value == _active)
|
||||
return;
|
||||
|
||||
_active = value;
|
||||
|
||||
var signal = _active
|
||||
? nameof(OnModeEntered)
|
||||
: nameof(OnModeExited);
|
||||
EmitSignal(signal);
|
||||
}
|
||||
}
|
||||
private bool _active;
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
base._Input(@event);
|
||||
|
||||
if (!(@event is InputEventKey keyEvent))
|
||||
return;
|
||||
|
||||
if (!keyEvent.Pressed)
|
||||
return;
|
||||
|
||||
var key = (KeyList)keyEvent.Scancode;
|
||||
|
||||
if (key == _key)
|
||||
{
|
||||
Active = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
Active = true;
|
||||
OnEnabled();
|
||||
}
|
||||
protected abstract void OnEnabled();
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
Active = false;
|
||||
OnDisabled();
|
||||
}
|
||||
protected abstract void OnDisabled();
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return GetType().ToString();
|
||||
}
|
||||
}
|
|
@ -1,18 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class HeatOverlay : Overlay
|
||||
{
|
||||
[Export]
|
||||
private Color _coldColor;
|
||||
|
||||
[Export]
|
||||
private Color _hotColor;
|
||||
|
||||
public override void Apply(Tile tile, ShaderMaterial material)
|
||||
{
|
||||
material.SetShaderParam("lowColor", _coldColor);
|
||||
material.SetShaderParam("highColor", _hotColor);
|
||||
material.SetShaderParam("t", tile.temperature);
|
||||
}
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
using Godot;
|
||||
|
||||
public class NoOverlay : Overlay
|
||||
{
|
||||
[Export]
|
||||
private Color _healthy;
|
||||
|
||||
[Export]
|
||||
private Color _depleted;
|
||||
|
||||
// in this view we want to draw tiles with their normal colour
|
||||
public override void Apply(Tile tile, ShaderMaterial material)
|
||||
{
|
||||
var type = tile.type;
|
||||
|
||||
if (type is Wild wild)
|
||||
{
|
||||
material.SetShaderParam("lowColor", _depleted);
|
||||
material.SetShaderParam("highColor", _healthy);
|
||||
material.SetShaderParam("t", tile.currentHealth);
|
||||
return;
|
||||
}
|
||||
|
||||
material.SetShaderParam("lowColor", type.Color);
|
||||
material.SetShaderParam("t", 0);
|
||||
}
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
using Godot;
|
||||
|
||||
public abstract class Overlay : Resource
|
||||
{
|
||||
public string Name => GetType().ToString();
|
||||
public abstract void Apply(Tile tile, ShaderMaterial material);
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
public class OverlayCollection : ReadOnlyResourceList<Overlay>
|
||||
{
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class Overlays : Node
|
||||
{
|
||||
[Signal]
|
||||
delegate void OverlayCycled(Overlay overlay);
|
||||
|
||||
[Export]
|
||||
private KeyList _cycleOverlayKey;
|
||||
|
||||
[Export] private Resource _overlaysResource;
|
||||
public Overlay Current => _overlays[_overlayIdx];
|
||||
private OverlayCollection _overlays;
|
||||
private int _overlayIdx = 0;
|
||||
|
||||
[Export]
|
||||
private Resource _tileGridResource;
|
||||
private TileGrid _tileGrid;
|
||||
|
||||
[Export]
|
||||
private NodePath _worldGridPath;
|
||||
private WorldGrid _worldGrid;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_overlays = (OverlayCollection)_overlaysResource;
|
||||
_tileGrid = (TileGrid)_tileGridResource;
|
||||
_worldGrid = GetNode<WorldGrid>(_worldGridPath);
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
base._Input(@event);
|
||||
|
||||
if (!(@event is InputEventKey keyEvent))
|
||||
return;
|
||||
|
||||
if (!(keyEvent.Pressed))
|
||||
return;
|
||||
|
||||
if ((KeyList)keyEvent.Scancode != _cycleOverlayKey)
|
||||
return;
|
||||
|
||||
CycleOverlay();
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
for (int i = 0; i < _tileGrid.Count; i++)
|
||||
{
|
||||
var tile = _tileGrid[i];
|
||||
var material = _worldGrid.GetTileMaterial(i);
|
||||
|
||||
Current.Apply(tile, material);
|
||||
}
|
||||
}
|
||||
|
||||
public void CycleOverlay()
|
||||
{
|
||||
_overlayIdx++;
|
||||
_overlayIdx %= _overlays.Count;
|
||||
EmitSignal(nameof(OverlayCycled), Current);
|
||||
}
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
public interface IDamageable
|
||||
{
|
||||
float Threshold { get; }
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
using Godot;
|
||||
|
||||
public struct Tile
|
||||
{
|
||||
public bool isHighlighted;
|
||||
public float temperature;
|
||||
public TileType type;
|
||||
public float currentHealth;
|
||||
}
|
|
@ -1,93 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class TileGrid : Resource, IReadOnlyList<Tile>
|
||||
{
|
||||
[Export]
|
||||
public int Size { get; private set; } = 10;
|
||||
|
||||
[Export]
|
||||
private Resource _startTileTypeResource;
|
||||
private TileType StartTileType => (TileType)_startTileTypeResource;
|
||||
|
||||
public int Count => Size * Size;
|
||||
|
||||
public Tile this[int index]
|
||||
{
|
||||
get => Tiles[index];
|
||||
set => Tiles[index] = value;
|
||||
}
|
||||
|
||||
public Tile this[int x, int y]
|
||||
{
|
||||
get
|
||||
{
|
||||
MapPosition(x, y, out int idx);
|
||||
return Tiles[idx];
|
||||
}
|
||||
set
|
||||
{
|
||||
MapPosition(x, y, out int idx);
|
||||
Tiles[idx] = value;
|
||||
}
|
||||
}
|
||||
|
||||
private List<Tile> Tiles
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_tiles == null)
|
||||
{
|
||||
_tiles = new List<Tile>();
|
||||
Generate(_tiles);
|
||||
}
|
||||
|
||||
return _tiles;
|
||||
}
|
||||
}
|
||||
private List<Tile> _tiles = null;
|
||||
|
||||
private void Generate(List<Tile> tiles)
|
||||
{
|
||||
tiles.Clear();
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
var tile = new Tile();
|
||||
tile.isHighlighted = false;
|
||||
tile.temperature = 0.0f;
|
||||
tile.type = StartTileType;
|
||||
tile.currentHealth = 1.0f;
|
||||
|
||||
tiles.Add(tile);
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator<Tile> GetEnumerator()
|
||||
{
|
||||
return Tiles.GetEnumerator();
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return Tiles.GetEnumerator();
|
||||
}
|
||||
|
||||
public void MapIndex(int idx, out int x, out int y)
|
||||
{
|
||||
y = idx / Size;
|
||||
x = idx % Size;
|
||||
}
|
||||
|
||||
public void MapPosition(int x, int y, out int idx)
|
||||
{
|
||||
idx = y * Size + x;
|
||||
}
|
||||
|
||||
public bool IsInBounds(int x, int y)
|
||||
{
|
||||
return x >= 0 && x < Size && y >= 0 && y < Size;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,20 +0,0 @@
|
|||
using Godot;
|
||||
|
||||
public class TileType : Resource
|
||||
{
|
||||
[Export]
|
||||
public string Name { get; private set; }
|
||||
|
||||
public string BuildLabel => $"[{Key}] {Name}";
|
||||
|
||||
[Export]
|
||||
public KeyList Key { get; private set; }
|
||||
|
||||
[Export]
|
||||
public Color Color { get; private set; }
|
||||
|
||||
[Export]
|
||||
public float HeatGeneration { get; private set; }
|
||||
|
||||
public override string ToString() => Name;
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
public class TileTypeCollection : ReadOnlyResourceList<TileType>
|
||||
{
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
using Godot;
|
||||
|
||||
public class Wild : TileType, IDamageable
|
||||
{
|
||||
[Export]
|
||||
public float Threshold { get; private set; }
|
||||
}
|
|
@ -1,81 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class BuildModeUI : Control
|
||||
{
|
||||
[Signal]
|
||||
delegate void OnExit();
|
||||
|
||||
[Export]
|
||||
private NodePath _buildModePath;
|
||||
private BuildMode _buildMode;
|
||||
|
||||
private readonly Dictionary<TileType, Button> _typeButtons
|
||||
= new Dictionary<TileType, Button>();
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||
|
||||
var buttonHeight = 40;
|
||||
var tileType = _buildMode.BuildableTiles[0];
|
||||
int x = 50;
|
||||
|
||||
SpawnButton(tileType, buttonHeight, ref x);
|
||||
}
|
||||
|
||||
private void UpdateButtonToggleState(TileType tileType)
|
||||
{
|
||||
foreach (var kvp in _typeButtons)
|
||||
{
|
||||
var button = _typeButtons[kvp.Key];
|
||||
button.SetPressedNoSignal(kvp.Key == tileType);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnButton(TileType tileType, int buttonHeight, ref int x)
|
||||
{
|
||||
const int MARGIN = 5;
|
||||
|
||||
var button = new Button();
|
||||
this.AddChild(button);
|
||||
|
||||
button.Text = tileType.BuildLabel;
|
||||
var parameters = new Godot.Collections.Array(button, tileType);
|
||||
button.Connect("pressed", this, nameof(SelectTileType), parameters);
|
||||
|
||||
button.SetAnchorsPreset(LayoutPreset.BottomLeft);
|
||||
button.MarginBottom = 0;
|
||||
|
||||
var size = button.RectSize;
|
||||
button.RectSize = new Vector2(size.x, buttonHeight);
|
||||
|
||||
button.ToggleMode = true;
|
||||
|
||||
button.SetPosition(new Vector2(x, -buttonHeight));
|
||||
x += Mathf.RoundToInt(size.x) + MARGIN;
|
||||
|
||||
_typeButtons[tileType] = button;
|
||||
}
|
||||
|
||||
private void SelectTileType(Button button, TileType tileType)
|
||||
{
|
||||
_buildMode.SelectedTileType = button.Pressed
|
||||
? tileType
|
||||
: null;
|
||||
}
|
||||
|
||||
public void Exit()
|
||||
{
|
||||
EmitSignal(nameof(OnExit));
|
||||
}
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
|
||||
Visible = _buildMode.Active;
|
||||
}
|
||||
}
|
|
@ -1,41 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class DebugUI : Control
|
||||
{
|
||||
[Export]
|
||||
public NodePath TicksLabelPath { private get; set; }
|
||||
private Label _ticksLabel;
|
||||
|
||||
[Export]
|
||||
public NodePath PauseLabelPath { private get; set; }
|
||||
private Label _pauseLabel;
|
||||
|
||||
[Export]
|
||||
public NodePath InteractionModeLabelPath { private get; set; }
|
||||
private Label _interactionModeLabel;
|
||||
public override void _Ready()
|
||||
{
|
||||
_ticksLabel = GetNode<Label>(TicksLabelPath);
|
||||
_pauseLabel = GetNode<Label>(PauseLabelPath);
|
||||
_interactionModeLabel = GetNode<Label>(InteractionModeLabelPath);
|
||||
}
|
||||
|
||||
#region Signals
|
||||
public void _on_Clock_OnPauseChanged(bool paused) =>
|
||||
SetLabelText(_pauseLabel, "pause", paused);
|
||||
|
||||
public void _on_Clock_OnTick(int ticks) =>
|
||||
SetLabelText(_ticksLabel, "ticks", ticks);
|
||||
|
||||
public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
|
||||
{
|
||||
SetLabelText(_interactionModeLabel, "mode", newMode);
|
||||
}
|
||||
#endregion
|
||||
|
||||
private void SetLabelText(Label label, string key, object value)
|
||||
{
|
||||
label.Text = $"{key}: {value}";
|
||||
}
|
||||
}
|
|
@ -1,24 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
public class ModeSelectionUI : Control
|
||||
{
|
||||
[Signal]
|
||||
delegate void BuildModeEnabled();
|
||||
|
||||
public override void _Process(float delta)
|
||||
{
|
||||
base._Process(delta);
|
||||
}
|
||||
|
||||
public void EnableBuildMode()
|
||||
{
|
||||
EmitSignal(nameof(BuildModeEnabled));
|
||||
Visible = false;
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
Visible = true;
|
||||
}
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
using Godot;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class OverlaysUI : Node
|
||||
{
|
||||
[Export]
|
||||
private NodePath _cycleOverlayButtonPath;
|
||||
private Button _cycleOverlayButton;
|
||||
|
||||
[Export]
|
||||
private NodePath _overlaysPath;
|
||||
private Overlays _overlays;
|
||||
|
||||
private string _mainText;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
_cycleOverlayButton = GetNode<Button>(_cycleOverlayButtonPath);
|
||||
_mainText = _cycleOverlayButton.Text;
|
||||
|
||||
_overlays = GetNode<Overlays>(_overlaysPath);
|
||||
}
|
||||
|
||||
public void CycleOverlay()
|
||||
{
|
||||
_overlays.CycleOverlay();
|
||||
}
|
||||
|
||||
public void UpdateOverlayText(Overlay overlay)
|
||||
{
|
||||
_cycleOverlayButton.Text = $"{_mainText} ({_overlays.Current.Name})";
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue